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    <div class="refentry" id="glBindVertexBuffers">
      <div class="titlepage"/>
      <div class="refnamediv">
        <h2>Name</h2>
        <p>glBindVertexBuffers, glVertexArrayVertexBuffers — attach multiple buffer objects to a vertex array object</p>
      </div>
      <div class="refsynopsisdiv">
        <h2>C Specification</h2>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glBindVertexBuffers</strong>(</code>
              </td>
              <td>GLuint <var class="pdparam">first</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLsizei <var class="pdparam">count</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>const GLuint *<var class="pdparam">buffers</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>const GLintptr *<var class="pdparam">offsets</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>const GLsizei *<var class="pdparam">strides</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glVertexArrayVertexBuffers</strong>(</code>
              </td>
              <td>GLuint <var class="pdparam">vaobj</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLuint <var class="pdparam">first</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLsizei <var class="pdparam">count</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>const GLuint *<var class="pdparam">buffers</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>const GLintptr *<var class="pdparam">offsets</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>const GLsizei *<var class="pdparam">strides</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
      </div>
      <div class="refsect1" id="parameters">
        <h2>Parameters</h2>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>vaobj</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the name of the vertex array object for
                    <code class="function">glVertexArrayVertexBuffers</code>.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>first</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the first vertex buffer binding point to which
                    a buffer object is to be bound.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>count</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the number of buffers to bind.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>buffers</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the address of an array of names of existing
                    buffer objects.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>offsets</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the address of an array of offsets to
                    associate with the binding points.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>buffers</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    Specifies the address of an array of strides to
                    associate with the binding points.
                </p>
            </dd>
          </dl>
        </div>
      </div>
      <div class="refsect1" id="description">
        <h2>Description</h2>
        <p>
            <code class="function">glBindVertexBuffers</code> and
            <code class="function">glVertexArrayVertexBuffers</code> bind storage
            from an array of existing buffer objects to a specified number
            of consecutive vertex buffer binding points units in a vertex
            array object. For <code class="function">glBindVertexBuffers</code>, the
            vertex array object is the currently bound vertex array object.
            For <code class="function">glVertexArrayVertexBuffers</code>,
            <em class="parameter"><code>vaobj</code></em> is the name of the vertex array
            object.
        </p>
        <p>
            <em class="parameter"><code>count</code></em> existing buffer objects are bound
            to vertex buffer binding points numbered $first$ through $first
            + count - 1$. If <em class="parameter"><code>buffers</code></em> is not NULL, it
            specifies an array of <em class="parameter"><code>count</code></em> values, each
            of which must be zero or the name of an existing buffer object.
            <em class="parameter"><code>offsets</code></em> and
            <em class="parameter"><code>strides</code></em> specify arrays of
            <em class="parameter"><code>count</code></em> values indicating the offset of the
            first element and stride between elements in each buffer,
            respectively. If <em class="parameter"><code>buffers</code></em> is NULL, each
            affected vertex buffer binding point from $first$ through $first
            + count - 1$ will be reset to have no bound buffer object. In
            this case, the offsets and strides associated with the binding
            points are set to default values, ignoring
            <em class="parameter"><code>offsets</code></em> and
            <em class="parameter"><code>strides</code></em>.
        </p>
        <p>
            <code class="function">glBindVertexBuffers</code> is equivalent (assuming no errors
            are generated) to:
</p>
        <pre class="programlisting">    for (i = 0; i &lt; count; i++) {
        if (buffers == NULL) {
            glBindVertexBuffer(first + i, 0, 0, 16);
        } else {
            glBindVertexBuffer(first + i, buffers[i], offsets[i], strides[i]);
        }
    }</pre>
        <p>
            except that buffers will not be created if they do not exist.
        </p>
        <p>
            <code class="function">glVertexArrayVertexBuffers</code> is equivalent to
            the pseudocode above, but replacing
            <code class="function">glBindVertexBuffers</code>(args) with
            <code class="function">glVertexArrayVertexBuffers</code>(vaobj, args).
        </p>
        <p>
            The values specified in <em class="parameter"><code>buffers</code></em>,
            <em class="parameter"><code>offsets</code></em>, and
            <em class="parameter"><code>strides</code></em> will be checked separately for
            each vertex buffer binding point. When a value for a specific
            vertex buffer binding point is invalid, the state for that
            binding point will be unchanged and an error will be generated.
            However, state for other vertex buffer binding points will still
            be changed if their corresponding values are valid.
        </p>
      </div>
      <div class="refsect1" id="errors">
        <h2>Errors</h2>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated 
            by <code class="function">glBindVertexBuffers</code> if no vertex array
            object is bound.
        </p>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated by
            <code class="function">glVertexArrayVertexBuffers</code> if
            <em class="parameter"><code>vaobj</code></em> is not the name of the vertex array
            object.
        </p>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if $first
            + count$ is greater than the value of
            <code class="constant">GL_MAX_VERTEX_ATTRIB_BINDINGS</code>.
        </p>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if any
            value in <code class="constant">buffers</code> is not zero or the name of
            an existing buffer object.
        </p>
        <p>
            <code class="constant">GL_INVALID_VALUE</code> is generated if any value
            in <em class="parameter"><code>offsets</code></em> or
            <em class="parameter"><code>strides</code></em> is negative, or if a value is
            <em class="parameter"><code>stride</code></em> is greater than the value of
            <code class="constant">GL_MAX_VERTEX_ATTRIB_STRIDE</code>.
        </p>
      </div>
      <div class="refsect1" id="versions">
        <h2>Version Support</h2>
        <div class="informaltable">
          <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
            <colgroup>
              <col style="text-align: left; "/>
              <col style="text-align: center; " class="firstvers"/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; " class="lastvers"/>
            </colgroup>
            <thead>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; ">
                 
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; " colspan="12">
                <span class="bold"><strong>OpenGL Version</strong></span>
            </th>
              </tr>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>Function / Feature Name</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>2.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>2.1</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.1</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.2</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.3</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.1</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.2</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.3</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.4</strong></span>
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.5</strong></span>
            </th>
              </tr>
            </thead>
            <tbody>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                  <code class="function">glBindVertexBuffers</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
              </tr>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; ">
                  <code class="function">glVertexArrayVertexBuffers</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; ">✔</td>
              </tr>
            </tbody>
          </table>
        </div>
      </div>
      <div class="refsect1" id="seealso">
        <h2>See Also</h2>
        <p>
            <a class="citerefentry" href="glGenBuffers.xhtml"><span class="citerefentry"><span class="refentrytitle">glGenBuffers</span></span></a>,
            <a class="citerefentry" href="glBindBuffer.xhtml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>,
            <a class="citerefentry" href="glDeleteBuffers.xhtml"><span class="citerefentry"><span class="refentrytitle">glDeleteBuffers</span></span></a>
            <a class="citerefentry" href="glDeleteTextures.xhtml"><span class="citerefentry"><span class="refentrytitle">glDeleteTextures</span></span></a>
        </p>
      </div>
      <div class="refsect1" id="Copyright">
        <h2>Copyright</h2>
        <p>
            Copyright <span class="trademark"/>© 2014 Khronos Group.
            This material may be distributed subject to the terms and conditions set forth in
            the Open Publication License, v 1.0, 8 June 1999.
            <a class="link" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
        </p>
      </div>
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